Yes, it’s been a while since I’ve worked on this series. Yes, my writing work is unpredictable and jumps from topic to topic. The curse of the creative “free spirit” with too many interests, I guess (though I’m usually quick to say that “be interested in everything” was the best advice I ever got). All of that aside, I’m getting back to working on some Cortex hacks of various types to flex my RPG mechanics muscles again. I hope you find the work useful.
Foci are a big deal in Shadowrun, in many ways the magician’s equivalent of the street samurai packing the Panther Assault Cannon. Modeling them in Cortex is, on the one hand, relatively simple–each Focus is a Signature Asset. On the other hand, Shadowrun uses multiple types of foci and there are some specific attributes of foci in the world of Shadowrun that ought to be mechanically addressed as well.
The creation of foci is best handled in the same way as the acquisition of any Signature Asset: the player pays the requisite cost and a narrative explanation of how the Asset was acquired is given. There’s no need to go through complex creation rules.
Attributes of All Foci:
Limit: A focus may only be used by a character with the magical ability and the ability to take the specific types of actions to which the focus applies.
Limit: Binding: Until a character pays the cost to add a focus as a Signature Asset (whether at character creation or through advancement), a Focus is not bound to the character and cannot be used.
Limit: Active/Inactive: Foci must be powered by magic to be useful. When not powered, foci are inactive and can essentially be ignored altogether. When active, the following rules are in effect. Activation and the rules described below should be considered Limits on a Focus asset..
Astral Beacon: an active focus gives off a lot of astral energy, allowing others with the astral perception/astral projection abilities a benefit in finding, analyzing and targeting a magician with an active focus. When using astral perception to find or to gather information about a target with an active focus, add the focus to the actor’s dice pool as an advantage. A magician using Psychometry or other spells and abilities to analyze the astral signature of a place after the fact may, if the GM determines that the rating of the focus, its past use and the time elapsed since the use is reasonable under the circumstances, be added to the acting magician’s dice pool as an advantage.
Link: Because a focus must be bound to its user, it provides both a material link to the owner regardless of activity and a method for targeting its owner astrally when active. A magician in physical possession of another magician’s focus, or astrally viewing an active focus, may add that die to a dice pool to create an advantage for the purposes of targeting the focus’ owner with magic.
Alchemical Foci: Alchemical foci add their Rating to Alchemy tests.
Disenchanting Foci: These add to tests to disenchant artifacts, foci and other magical objects.
A spell focus adds its rating to Sorcery actions that match the category of spell and type of action to which the focus is attuned.
Limit: Category: A spell focus must describe one of the five categories of spells (Combat, Detection, Illusion, Healing and Manipulation) and may only be applied to Sorcery tests involving the category to which it is attuned.
Limit: Task: A spell focus must also describe one of the following magical tasks: Counterspelling, Ritual Spellcasting, Spellcasting. The focus may only be applied to Sorcery tests involving that task.
A sustaining focus allows a Magician to sustain a spell effect equal to or below its Rating without the Magician actively maintaining the spell. The spell may be cast at any time and “saved” into the focus to be used whenever the focus is activated.
Limit: Power: To add the stored spell effect to a dice pool, the focus must be activated and the Magician must pay an Edge point to use the effect for that Scene.
Limit: Counterspelling: Counterspelling may be used to reduce or obviate the spell effect maintained by the sustaining focus. To restore the functionality of a effect that has been partially or fully dispelled, the magician must cast the spell to be maintained anew.
A spirit focus adds its rating to Conjuration tests of the task and category of spirit to which the focus is attuned.
Limit: Category: The focus must have a specific type of spirit (fire elemental, spirit of man, etc.) to which it is attuned. It may only be used for interactions with that type of spirit.
Limit: Task: The focus must be attuned to one of the following tasks: Summoning, Banishing, or Binding and may only be used for that type of task.
A weapon focus adds its Rating to close combat tests in the physical or astral planes and allows its user to damage creatures and spirits normally immune to physical damage.
Alchemy allows a character to store a spell for a one-time use later. This is simply handled: The character makes a test to cast the spell, but using Alchemy instead of Sorcery. The character resolves the test, including Drain, and pays one Edge to store the effect for later (the player should describe the form the alchemical device takes for narrative purposes).
Activation of the alchemical spell may require a test. If the alchemical device stores an attack effect, its rating should be added to an appropriate attack pool for close combat or a thrown weapon.
A spell that causes damage has an instant use. A spell that creates some other effect lasts for a Scene or until dispelled.
EDIT: You might be wondering why some of the classic foci (the Power Focus, for one) has no description here. Those foci that I haven’t listed are temporarily left out until I find a way to include them that satisfies me. As it stands, the Power Focus is just too powerful to add in–without the insane detail of creation cost inherent to the actual Shadowrun rules, I need to find some mechanisms within Cortex Prime that would allow some modicum of balance compared to the other, far more limited, foci.